1.Players should create their own thread in this board, where they can put their character sheet, and any major changes made during course of play. It may be used for XP calculation as well, so it is in your interest to keep it up to date.

HumansGhoulGhouls are a mutation that affects around 5% of all wastelander births. Treated as Undead

Species TraitsSize: Medium Undead HumanoidsLifespan: The brain starts to rot after 80 years, and loses 1 INT point every ten year until the creature is a mindless undead.Attribute Modifiers: No Constitution Score, -4 CHA (1 point minimum).

Subject to discussion. Starting community is very humanocentric, but there may be options for mutants to be used. Mutations can replicate spell-like powers and the like, though obvious physics-benders would likely be rejected. Ideally mutants would be a re-skinning of an existing race and must have no level adjustments - at least during the early days of teh campaign. Once average party level is high enough, mutants with non-zero level adjustments could be considered.

Classes

BarbarianFighterMonkRogueRanger (Spells are replaced with bonus feat every 3rd level)

Characters start with 2 traits per standard Pathfinder rules. Fallout Traits are covered under Backgroup options below, and are in addition to these.

Equipment

Starting off, PCs may purchase Blackpowder tech items or lower. Metals armour will be limited to makeshift types only - the local village does not have a blacksmith skilled enough to produce proper armour.Makeshift armour is 2 points lower in protection, but may be obtained 'free'. Weight carried, while not meticulously tracked, will be considered, and so selection of equipment should reflect this.

Firearms are limited to either those purpose-built for blackpowder (muskets, older bolt-action rifles) or more modern weapons retooled for blackpowder. These conversions are somewhat unreliable but ammunition is far less scarce for such weapons. Automatic weapons are not available at this point.

Functioning Electronic devices are very rare and may only be selected as a background pick.

Food will not provide instant/gradual healing, due to the differences in HP and damage. Stimpacks and similar items are available (empowered by stem cell and nanotechnolgy) but must be found. There are also a few places where healing devices can be found, though those are strongly held and expensive to use.

Natural/assisted healing rules from Pathfinder will apply.

Starving characters will have a problem with natural healing.

Radiation is far less of a factor in this setting, and most foodstuffs are not radioactive. Not that you really can tell

I'm going to assume that that was the coyotes turn, which means Marcus can go. But one question: did my power attack carry over during this turn? If it did, feel free to apply.

From my reading of the rules, you can attack and move at your initiative - moving does not mean you lose your place in initiative - that has been taken into account by the AoO. So, the coyote can move and attack before you can attack normally. Since you and he missed, it did not matter.

Also, it would appear that you don't gain the power attack benefits until you use it normally. Your attack, and any AoO before your next turn are subject to the power attack.

I'll leave it as is for this time, but I'll also consider the Power Attack over in case there are additional AoOs before this round is over. Neither Coyote has broken off yet.

Pistol Whipping is apparently considered an improvised weapon, which means its -4 to hit. It might be a being too lenient, but I will consider rifle butts as valid clubs given the historic frequency of such use.

This will also be on a go-forward basis and no post changes are required at this point.

Benefit: When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a –4 penalty on the attack roll, but deal +2 dice of damage.

Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.

Normal: Autofire uses ten bullets, targets a 10-foot-by-10-foot area, and can’t be aimed at a specific target. Without this feat, if a character attempts an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.

Above applies _only_ if your character has _never_ fired the weapon in autofire under stress. All other times use the following:

Normal: When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a –4 penalty on the attack roll, but deal +1 dice of damage. Fumble result includes expending up to 10 rounds in additional to any other effects (friendly fire, etc)

Special: If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it.

Characters can throw any object they can lift, up to a heavy load. You cannot throw your maximum load, only drop it adjacent to you. Picking up an object is a move action, while throwing it is a standard action, so it's possible to pick up and throw an object in one round.

The distance you can throw an object is based on its weight and your Strength. You can throw your heavy load 5 feet, which is also the base range for throwing. For every 5 points of Strength you have over the minimum required to lift an object as a heavy load, double the base range.

Improvised thrown objects have a range increment of 10 feet.

So, a Large PC with a 22 Strength wants to throw a 200-pound ally. IIRC, it takes a 15 Strength for 200 pounds to be a heavy load. The Large PC has an equivalent 27 Strength for carrying capacity (IIRC). That puts the Large PC 10 points over the minimum required to lift the ally as a heavy load. The Large PC can throw his ally 20 feet.

Weapons, Armor and Vehicles, unless otherwise stated due to background options, start with initial condition of 1d4+1, rolled for each item.

Condition is oddly named - you want your condition to be as low as possible. I'm looking for a better word than condition, really a single world antonym for it. Shoddyness?

ConditionWeapons and Armor have condition which impacts their use. The condition number isthe roll required to exceed on an attack/proficiency use for it to function normally. Thesmaller the number, the better the condition of the weapon.Each time an item fails - jams, directly damaged,etc, the number increases by 1. Use as an improvised weapon, unless designed for that purpose, also increases Condition.When a failure is rolled when used, consult the following table modified by the weapon’sCondition:d10+ Condition:1-3 Item fails to fire/act this round.4-6 Item is jammed7+ Item severely malfunctions, +5 to conditionand is considered jammed.

Jammed items have suffered some form of easily reversed problem - power supply unplugged,actuator clogged, whathaveyou.

Items with condition of 10 or more are inoperative until repaired to less than 10.

Condition of 20 means item is scrapped,useful only as a single unit of spare parts.

Weapons

Jammed weapons can be cleared with a minor repair which can be completed without a roll (or parts) on a short rest, or a DC 15 + Conditioncheck during combat.

You can use either your Tool - Gunsmith or Firearms proficiency toattempt this roll.

Condition also impacts the accuracy of the weapon, causing a +1 to hit penalty for every 2 condition points accrued.

ArmorArmor has its condition increased by 1 whenever the wearer takes puncture or slashdamage. Each 2 points of condition reduces the armors protective value by 1. Armor withcondition of 5 or worse incurs Disadvantage on dexterity checks when worn and allow nodex bonuses to AC.

Repairing

Condition can be restored with appropriate spare parts and tools. You need to spend asmany spare parts as the condition number being restored, which will decrease the Conditionby 1 point.

You can also rebuild an functioning item if you have 10 units of spare parts.Each repair requires a successful tool check of 10 + Condition being repaired. A failedrepair check expends 1d4-1 spare parts.

Repairs take 1 hour per condition being restored.For example, John H. has a .303 rifle withcondition 7. To fix it completely he can either work away with it over time improving it 1condition at a time (which costs a total of 27 spare parts) or get the 10 spare parts heneeds for a rebuild.Functioning items of the same type provide 10 - condition spare parts.Scrapped items of the same type provide 1 spare part.

VehiclesVehicles use the same rules, however each condition point requires a greater durationto repair, 4 hours for cars and motorcycles, 8 hours for large trucks and light armoredvehicles, 16 hours for very large vehicles and aircraft. Also, what cconstitutes a spare partchanges as well. Part types are Vehicle Parts, Large Vehicle Parts and Very Large Vehicle parts. In addition, you need specialized facilities to repair Large and Very Large vehicles,and you are at a Disadvantage to repair any vehicle without an appropriate facility.Equipment parts for stationary equipment is handled the same way. Other characters can assist in a repair, eachadded character reducing the per point duration by 1 hour.

Eg. John H. has come onto a smashed Mega-Dozer with a condition of 12. With this condition it requires a full 10 units of VeryLarge Vehicle Parts to rebuild, and 160 hours of proficient labor.

Complex Systems

On a DM’s discretion, very large vehicles can be treated as a number of sub-assemblies which can be treated separately. Sothings like naval vessels could have a wide number of broken systems which can be repaired independently.

Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain Secondary hit points equal to 1d 10 + your fighter level.Once you use this feature, you must finish a short or long rest before you can use it again.

There are 2 'pools' of HP in Therafter - your first level HP which are your primary and represent real injury, and your secondary (everything else) that is luck, bruising and the like.

Roll your new HD. Check the class table to see what features you get, and your proficency bonus (does not change frequently)

Acquiring proficencies:

In 5th ed, there are few formal rules to acquiring additional proficencies apart from those gained when multiclassing. Proficiences mean you are Professional at that skill, so thats why they are so limited.

Therafter:

I'm adding two new levels - Apprentice & Journeyman.

Apprentice: You may roll adding attribute bonus, but you are at a disadvantage if the skill is used under stress, or uses expensive components.Journyman: You may roll adding attribute bonus.Proficent: You may roll adding attribute bonus and proficency bonus.

This means you are allowed to roll, but do not gain your proficency. This applies mainly for skills that require some level of knowlege to have a chance, knowlege or technical skills. You can select a new Apprentice level skill each level, or move an existing skill up.

It is also possible to move up through training but this would take significant in game time, so unlikely to occur. PHB suggest 250 days, and 1 gp (4 casings) per day!

Denote skill levels by either full text or (A) and (J) beside the skill.

You can treat lingering injuries, having one chance to reverse it without long-term consequence. Even if this is unsuccessful, your attention can half recovery time, or otherwise mitigate the loss. You are also able to fit prosthetics.

You also have advantage when searching likely places - Hospitals, ambulances, etc, for medical supplies.